Doors

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Contents

[edit] Overview

Image:Door00.jpg

T_Door01

[edit] Object Hierarchy

Image Name Type Definition
Image:Door01.jpg 01_DWK_dp_close_01
01_DWK_dp_close_02
dummy Location of the PC to move to interact with the door when it is closed (depending on which side the PC is on)
Image:Door02.jpg 01_DWK_dp_open1_01
01_DWK_dp_open2_01
dummy Location of the PC to move to interact with the door when it is opened (depending on which side the PC is on)
Image:Door03.jpg 01_DWK_wg_closed Mesh Geometry that is in place when the door is closed. Also acts as a blocker for movement and sight.
Image:Door04.jpg 01_DWK_wg_open1
01_DWK_wg_open2
Mesh Geometry that is in place when the door is opened. Also acts as a blocker for movement and sight.
Image:Door05.jpg T_Door01grnd Dummy Ground node
Image:Door06.jpg T_Door01head Dummy Head node
Image:Door07.jpg T_Door01hhit Dummy For hitting the head
Image:Door08.jpg T_Door01impc Dummy Impact node
Image:Door09.jpg fire!07 Emitter Set to Detonate. It is the location where the emitter will spew out chunks when the door is destroyed.
Image:Door10.jpg sam Mesh Coloured transparent blue, this is what appears when you mouse over the door transition, or when the door has been destroyed.
Image:Door11.jpg TIN01_B13_03 Dummy Root parent for all the actual door geometry.
Image:Door11a.jpg (varies) Mesh The actual geometry that makes up the door.
Image:Door12.jpg T_Door01_DWK Dummy Dummy object that is the parent of the various "wg" objects. You apply the AuroraPlaceable modifier to the dummy, and switch the type from "Placeable" to "Door"

[edit] Animations

Here are the animation sequences for a door. Please note, to make it easier to animate, I've organized the sequences so it flows from one to the next. That is, the ending of one leads on to be the beginning of the next.

Name Length Description
trans 1 Default state of the door. Transitions to opening1, opening2, closed or die.
opening1 20 Door opening, side 1. Transitions to opened1.
opened1 1 Door in its opened state, side 1. Transitions to closing1.
closing1 20 Door closing, side 1. Transitions to closed.
opening2 20 Door opening, side 2. Transitions to opened2.
opened2 1 Door in its opened state, side 2. Transitions to closing2.
closing2 20 Door closing, side 2. Transitions to closed.
closed 1 Door in its closed state. Transitions to opening1 or opening2 .
die 20 Door dying. Usually falling to about 5 feet below Z=0, so it will appear underground. Transitions to dead.
dead 1 Final dead pose.

[edit] genericdoors.2da vs doors.2da

genericdoors.2da

doors.2da



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